Baldur’s Gate 3 has just released its final update, introducing a variety of new subclasses. One of the exciting additions is the Arcane Archer subclass for Fighters, which gives your arrows a magical twist. I hadn’t explored a full archer build before Patch 8 launched, so I was eager to dive in with this new subclass.
Alongside the Arcane Archer, Patch 8 also added 11 additional subclasses. Among these, my favorite from Dungeons & Dragons is the Swashbuckler Rogue, along with other enjoyable options like the Way of the Drunken Master Monk. The update also features cross-play, making it a perfect time to test out new builds with friends. After a few days of experimentation with the Arcane Archer, I’ve found a build that performs quite well.
Understanding the Arcane Archer Fighter in BG3
Arcane Archers are a Fighter subclass that specializes in archery. While any Fighter can adopt the Archery fighting style, Arcane Archers unlock magical Arcane Arrows that offer various effects and abilities to enhance their skills. Here’s a full breakdown of the Arcane Archer skills and Arcane Shots available:
Arcane Archer Skill | Level Unlocked | Effect |
---|---|---|
Arcane Archer Lore | 3 | Gain proficiency in Arcana and Nature. |
Gain a Cantrip | 3 | Choose from the Guidance, Light, or True Strike cantrip. |
Arcane Arrows | 3, 7, 10 | Start with four Arcane Arrow charges, replenished during short or long rests. Unlock additional Arcane Shot options at levels 7 and 10. |
Arcane Shot: Banishing Arrow | 3, 7, or 10 | Target must roll a Charisma Save; if failed, they are banished to the Feywild for two turns. |
Arcane Shot: Beguiling Arrow | 3, 7, or 10 | Deals an extra 2d6 Psychic Damage and charms the target on a failed Wisdom Save. |
Arcane Shot: Bursting Arrow | 3, 7, or 10 | Inflicts an additional 2d6 Force Damage within a five-meter radius. |
Arcane Shot: Enfeebling Arrow | 3, 7, or 10 | Adds 2d6 Necrotic Damage; if the target fails a Constitution Save, they become Feeble. |
Arcane Shot: Grasping Arrow | 3, 7, or 10 | Deals 2d6 Poison Damage and reduces movement; if the target fails a Constitution Save, they take 2d6 Slashing Damage while moving. |
Arcane Shot: Piercing Arrow | 3, 7, or 10 | Deals weapon damage plus 1d6 in a line; successful Dexterity Save halves damage for targets. |
Arcane Shot: Seeking Arrow | 3, 7, or 10 | Guarantees a hit and deals an extra 1d6 Force Damage; if the target fails a Dexterity Save, they become affected by Faerie Fire. |
Arcane Shot: Shadow Arrow | 3, 7, or 10 | Increases damage by 2d6 Psychic Damage; if the target fails a Wisdom Save, they are blinded for two turns. |
Curving Shot | 7 | If you miss with a magical ranged attack, use a Bonus Action to redirect that attack to the next closest enemy. |
Magic Arrow | 7 | All your ranged attacks count as magical. |
While Arcane Archers primarily focus on their diverse Arcane Arrows, skills like Curving Shot and Magic Arrow are also quite beneficial. When building this character, it’s important to plan which arrows to use since you can only swap one at each level. Thus, it’s important to make thoughtful selections to maximize your potential.
Optimal Build for Arcane Archer Fighter in Baldur’s Gate 3
In this build, I’ll concentrate solely on the Arcane Archer subclass, rather than exploring multiclassing. Since the primary weapon of choice is the bow, prioritizing a solid Dexterity score during character creation is crucial. Intelligence serves as the secondary attribute, impacting your Spell Save DC for Arcane Arrows. I personally prefer the Wood Half-Elf race for its speed bonuses. Below are my suggested starting and final Ability Scores:
Ability Score | Starting | Ending |
---|---|---|
Strength | 8 | 8 |
Dexterity | 17 | 20 |
Constitution | 10 | 11 |
Intelligence | 16 | 18 |
Wisdom | 14 | 14 |
Charisma | 8 | 8 |
In terms of Arcane Shots, my initial picks are Shadow, Grasping, and Bursting. The Shadow Shot effectively counters mages who can deal hefty damage or summon other enemies, putting you at a disadvantage. Bursting is useful for taking out multiple weaker foes simultaneously, contributing to better action economy. Grasping is particularly good for crowd control, which is key since this build can be relatively fragile. As you level, I recommend adding Enfeebling and Seeking to your arsenal.
I opt for the Sharpshooter feat instead of all four Ability Score improvements, as it removes penalties while shooting from higher ground. You can also choose to take a -5 penalty to your attack roll to inflict an additional 10 damage.
Regarding equipment, I prefer items that enhance mobility for optimal positioning and shot opportunities. Disintegrating Night Walkers are effective boots that help avoid crowd control effects and offer access to Misty Step. In the later stages of the game, Helldusk Armor can provide high AC while allowing the use of Fly. For weapons, I find Gontr Mael, a longbow that grants Haste and occasionally triggers Guiding Bolt, to be particularly effective, enabling you and your allies to gain an advantage on your next attack against the target.
Playing as an Arcane Archer is enjoyable because it allows for both support and damage-dealing roles. Your Arcane Arrows can function effectively for crowd control and defeating enemies, and with multiple attacks, you can achieve powerful turns. This subclass has quickly become one of my favorites in Baldur’s Gate 3, and I look forward to exploring it further.